123456789101112131415161718192021222324252627282930313233343536373839404142 |
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// Rotates the object along its axes consistently.
- /// Because its using local axes, it affects the angle of other axes going forward, resulting in wild
- /// but possibly desired behavior if multiple axes are rotating at once.
- /// Used in the ZED Dark Room example scene to rotate lights.
- /// </summary><remarks>
- /// This is an exact copy of RotateOnAxes from the Dark Room sample, created so that the
- /// Mixed Reality Calibration scene doesn't depend on the user importing the Dark Room sample.
- /// </remarks>
- public class RotateOnAxes_MRCalib : MonoBehaviour
- {
- /// <summary>
- /// How far it spins on the X axis (pitch) per frame.
- /// </summary>
- [Tooltip("How far it spins on the X axis (pitch) per frame. ")]
- public float xRevolutionsPerSecond = 0;
- /// <summary>
- /// How far it spins on the Y axis (yaw) per frame.
- /// </summary>
- [Tooltip("How far it spins on the Y axis (yaw) per frame. ")]
- public float yRevolutionsPerSecond = 0.25f;
- /// <summary>
- /// How far it spins on the Z axis (roll) per frame.
- /// </summary>
- [Tooltip("How far it spins on the Z axis (roll) per frame. ")]
- public float zRevolutionsPerSecond = 0;
- // Update is called once per frame
- void Update()
- {
- //Rotate on the axes. Note that the order this occurs is important as each rotation changes transform.localRotation.
- transform.Rotate(transform.localRotation * Vector3.right, xRevolutionsPerSecond * 360 * Time.deltaTime); //Pitch
- transform.Rotate(transform.localRotation * Vector3.up, yRevolutionsPerSecond * 360 * Time.deltaTime); //Yaw
- transform.Rotate(transform.localRotation * Vector3.forward, zRevolutionsPerSecond * 360 * Time.deltaTime); //Roll
- }
- }
|